2025-11-14 17:14:08 +08:00
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using Convention.Experimental.PublicType;
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2025-11-13 16:39:25 +08:00
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using System;
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using System.Collections.Generic;
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namespace Convention.Experimental
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{
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public static class Architecture
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{
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private static readonly LinkedCacheList<GameModule> s_GameFrameworkModules = new();
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/// <summary>
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/// <20><><EFBFBD><EFBFBD><see cref="GameModule"/>
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/// </summary>
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/// <param name="moduleType">Ҫ<><D2AA><EFBFBD><EFBFBD><EFBFBD><EFBFBD><see cref="GameModule"/><3E><><EFBFBD><EFBFBD></param>
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/// <returns>Ҫ<><D2AA><EFBFBD><EFBFBD><EFBFBD><EFBFBD><see cref="GameModule"/></returns>
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2025-11-14 17:14:08 +08:00
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private static GameModule CreateModule(Type moduleType, int stackLayer = 0)
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{
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2025-11-14 17:14:08 +08:00
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if (stackLayer >= 100)
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{
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throw new GameException($"Create module '{moduleType.FullName}' failed, recursion too deep, there may be a circular dependency.");
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}
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2025-11-13 16:39:25 +08:00
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GameModule module = (GameModule)Activator.CreateInstance(moduleType);
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if (module == null)
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{
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throw new GameException($"Can not create module '{moduleType.FullName}'");
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}
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2025-11-14 17:14:08 +08:00
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// <20>ݹ鴴<DDB9><E9B4B4><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ģ<EFBFBD><C4A3>
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foreach (var dependenceType in module.Dependences())
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_ = GetModule(dependenceType, stackLayer + 1);
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2025-11-13 16:39:25 +08:00
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LinkedListNode<GameModule> current = s_GameFrameworkModules.First;
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while (current != null)
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{
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if (module.Priority > current.Value.Priority)
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{
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break;
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}
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current = current.Next;
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}
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if (current != null)
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{
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s_GameFrameworkModules.AddBefore(current, module);
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}
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else
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{
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s_GameFrameworkModules.AddLast(module);
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}
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return module;
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}
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/// <summary>
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/// <20><>ȡ<see cref="GameModule"/>
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/// </summary>
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/// <param name="moduleType">Ҫ<><D2AA>ȡ<EFBFBD><C8A1><see cref="GameModule"/></param>
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/// <returns>Ҫ<><D2AA>ȡ<EFBFBD><C8A1><see cref="GameModule"/></returns>
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/// <remarks><3E><><EFBFBD><EFBFBD>Ҫ<EFBFBD><D2AA>ȡ<EFBFBD><C8A1><see cref="GameModule"/><3E><><EFBFBD><EFBFBD><EFBFBD>ڣ<EFBFBD><DAA3><EFBFBD><EFBFBD>Զ<EFBFBD><D4B6><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><see cref="GameModule"/>ʵ<><CAB5><EFBFBD><EFBFBD></remarks>
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private static GameModule GetModule(Type moduleType, int stackLayer = 0)
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{
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foreach (GameModule module in s_GameFrameworkModules)
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{
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if (module.GetType() == moduleType)
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{
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return module;
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}
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}
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2025-11-14 17:14:08 +08:00
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return CreateModule(moduleType, stackLayer + 1);
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2025-11-13 16:39:25 +08:00
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}
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/// <summary>
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/// <20><>ȡ<EFBFBD><C8A1>Ϸ<EFBFBD><CFB7><EFBFBD><EFBFBD>ģ<EFBFBD>顣
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/// </summary>
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/// <typeparam name="T">Ҫ<><D2AA>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD>Ϸ<EFBFBD><CFB7><EFBFBD><EFBFBD>ģ<EFBFBD><C4A3><EFBFBD><EFBFBD><EFBFBD>͡<EFBFBD></typeparam>
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/// <returns>Ҫ<><D2AA>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD>Ϸ<EFBFBD><CFB7><EFBFBD><EFBFBD>ģ<EFBFBD>顣</returns>
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/// <remarks><3E><><EFBFBD><EFBFBD>Ҫ<EFBFBD><D2AA>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD>Ϸ<EFBFBD><CFB7><EFBFBD><EFBFBD>ģ<EFBFBD>鲻<EFBFBD><E9B2BB><EFBFBD>ڣ<EFBFBD><DAA3><EFBFBD><EFBFBD>Զ<EFBFBD><D4B6><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϸ<EFBFBD><CFB7><EFBFBD><EFBFBD>ģ<EFBFBD>顣</remarks>
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public static T GetModule<T>() where T : GameModule
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{
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return (T)GetModule(typeof(T));
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}
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/// <summary>
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/// <20>رղ<D8B1><D5B2><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϸ<EFBFBD><CFB7><EFBFBD><EFBFBD>ģ<EFBFBD>顣
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/// </summary>
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public static void Shutdown()
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{
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for (var current = s_GameFrameworkModules.Last; current != null; current = current.Previous)
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{
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current.Value.Shutdown();
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}
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s_GameFrameworkModules.Clear();
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ReferencePool.ClearAll();
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Utility.Marshal.FreeCachedHGlobal();
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}
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/// <summary>
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/// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϸ<EFBFBD><CFB7><EFBFBD><EFBFBD>ģ<EFBFBD><C4A3><EFBFBD><EFBFBD>ѯ<EFBFBD><D1AF>
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/// </summary>
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/// <param name="elapseSeconds"><3E><EFBFBD><DFBC><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD>䣬<EFBFBD><E4A3AC><EFBFBD><EFBFBD>Ϊ<EFBFBD><CEAA>λ<EFBFBD><CEBB></param>
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/// <param name="realElapseSeconds"><3E><>ʵ<EFBFBD><CAB5><EFBFBD><EFBFBD>ʱ<EFBFBD>䣬<EFBFBD><E4A3AC><EFBFBD><EFBFBD>Ϊ<EFBFBD><CEAA>λ<EFBFBD><CEBB></param>
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public static void Update(float elapseSeconds, float realElapseSeconds)
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{
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foreach (var module in s_GameFrameworkModules)
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{
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module.Update(elapseSeconds, realElapseSeconds);
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}
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}
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}
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}
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